Known pipe types: CocoaGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(debug): GL_VENDOR = Apple :display:gsg:glgsg(debug): GL_RENDERER = Apple M1 :display:gsg:glgsg(debug): GL_VERSION = 4.1 Metal - 76.3 :display:gsg:glgsg(debug): Detected OpenGL version: 4.1 :display:gsg:glgsg(debug): GL_SHADING_LANGUAGE_VERSION = 4.10 :display:gsg:glgsg(debug): Detected GLSL version: 4.10 :display:gsg:glgsg(debug): Using core profile :display:gsg:glgsg(debug): GL Extensions: GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_subroutine GL_ARB_shading_language_include GL_ARB_tessellation_shader GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_sRGB_decode GL_NV_texture_barrier :display:gsg:glgsg(debug): HAS EXT GL_EXT_debug_marker 1 :display:gsg:glgsg(debug): HAS EXT GL_KHR_debug 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_debug_output 0 :display:gsg:glgsg(warning): gl-debug enabled, but NOT supported. :display:gsg:glgsg(debug): HAS EXT GL_ARB_ES3_compatibility 0 :display:gsg:glgsg(debug): HAS EXT GL_EXT_secondary_color 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_storage 1 :display:gsg:glgsg(debug): HAS EXT GL_ARB_clear_texture 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_clear_buffer_object 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_vertex_type_10f_11f_11f_rev 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_buffer_storage 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_compute_shader 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_vertex_attrib_binding 0 :display:gsg:glgsg(debug): HAS EXT ARB_shader_storage_buffer_object 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_direct_state_access 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_framebuffer_no_attachments 0 :display:gsg:glgsg(debug): HAS EXT GL_NV_framebuffer_multisample_coverage 0 :display:gsg:glgsg(debug): Occlusion query counter provides 32 bits. :display:gsg:glgsg(debug): HAS EXT GL_EXT_texture_mirror_clamp 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_mirror_clamp_to_edge 0 :display:gsg:glgsg(debug): max texture dimension = 16384, max 3d texture = 2048, max 2d texture array = 2048, max cube map = 16384 :display:gsg:glgsg(debug): max_elements_vertices = 1048575, max_elements_indices = 150000 :display:gsg:glgsg(debug): vertex buffer objects are supported. :display:gsg:glgsg(debug): Supported compressed texture formats: GL_COMPRESSED_RGB_S3TC_DXT1_EXT GL_COMPRESSED_RGBA_S3TC_DXT3_EXT GL_COMPRESSED_RGBA_S3TC_DXT5_EXT :display:gsg:glgsg(debug): HAS EXT GL_EXT_texture_filter_anisotropic 1 :display:gsg:glgsg(debug): HAS EXT GL_ARB_shader_image_load_store 0 :display:gsg:glgsg(debug): HAS EXT GL_EXT_shader_image_load_store 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_multi_bind 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_internalformat_query2 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_bindless_texture 0 :display:gsg:glgsg(debug): HAS EXT GL_EXT_stencil_two_side 0 :display:gsg:glgsg(debug): HAS EXT GL_ARB_polygon_offset_clamp 0 :display:gsg:glgsg(debug): HAS EXT GL_EXT_polygon_offset_clamp 0 :display:gsg:glgsg(debug): No program binary formats supported. :display:gsg:glgsg(debug): shader model = 5.0 :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture geometry0Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry0Buffer :display:gsg:glgsg(debug): loading new texture object for geometry0Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(debug): Binding texture geometry0Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry0Buffer :display:gsg:glgsg(debug): loading new texture object for geometry0Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/base.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(warning): Shader shaders/fragment/geometry-buffer-0.frag produced the following warnings: WARNING: Output of vertex shader 'vertexInShadowSpaces' not read by fragment shader WARNING: Output of vertex shader 'vertexColor' not read by fragment shader WARNING: Output of vertex shader 'diffuseCoord' not read by fragment shader WARNING: Could not find fragment shader output 'p3d_FragData' to match FragDataBinding request. :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord0 with size 1 and type 0x8b50 is bound to location 1 :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active attribute p3d_Tangent with size 1 and type 0x8b51 is bound to location 4 :display:gsg:glgsg(debug): Active attribute p3d_Normal with size 1 and type 0x8b51 is bound to location 2 :display:gsg:glgsg(debug): Active attribute p3d_Color with size 1 and type 0x8b52 is bound to location 3 :display:gsg:glgsg(debug): Active attribute p3d_Binormal with size 1 and type 0x8b51 is bound to location 6 :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord1 with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_Texture1 with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].color with size 1 and type 0x8b52 is bound to location 5 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].ambient with size 1 and type 0x8b52 is bound to location 6 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].diffuse with size 1 and type 0x8b52 is bound to location 7 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].specular with size 1 and type 0x8b52 is bound to location 8 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].position with size 1 and type 0x8b52 is bound to location 9 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotDirection with size 1 and type 0x8b51 is bound to location 10 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotExponent with size 1 and type 0x1406 is bound to location 11 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCutoff with size 1 and type 0x1406 is bound to location 12 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCosCutoff with size 1 and type 0x1406 is bound to location 13 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].constantAttenuation with size 1 and type 0x1406 is bound to location 14 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].linearAttenuation with size 1 and type 0x1406 is bound to location 15 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].quadraticAttenuation with size 1 and type 0x1406 is bound to location 16 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].attenuation with size 1 and type 0x8b51 is bound to location 17 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowMap with size 1 and type 0x8b62 is bound to location 18 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 19 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].color with size 1 and type 0x8b52 is bound to location 23 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].ambient with size 1 and type 0x8b52 is bound to location 24 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].diffuse with size 1 and type 0x8b52 is bound to location 25 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].specular with size 1 and type 0x8b52 is bound to location 26 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].position with size 1 and type 0x8b52 is bound to location 27 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotDirection with size 1 and type 0x8b51 is bound to location 28 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotExponent with size 1 and type 0x1406 is bound to location 29 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCutoff with size 1 and type 0x1406 is bound to location 30 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCosCutoff with size 1 and type 0x1406 is bound to location 31 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].constantAttenuation with size 1 and type 0x1406 is bound to location 32 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].linearAttenuation with size 1 and type 0x1406 is bound to location 33 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].quadraticAttenuation with size 1 and type 0x1406 is bound to location 34 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].attenuation with size 1 and type 0x8b51 is bound to location 35 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowMap with size 1 and type 0x8b62 is bound to location 36 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 37 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].color with size 1 and type 0x8b52 is bound to location 41 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].ambient with size 1 and type 0x8b52 is bound to location 42 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].diffuse with size 1 and type 0x8b52 is bound to location 43 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].specular with size 1 and type 0x8b52 is bound to location 44 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].position with size 1 and type 0x8b52 is bound to location 45 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotDirection with size 1 and type 0x8b51 is bound to location 46 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotExponent with size 1 and type 0x1406 is bound to location 47 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCutoff with size 1 and type 0x1406 is bound to location 48 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCosCutoff with size 1 and type 0x1406 is bound to location 49 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].constantAttenuation with size 1 and type 0x1406 is bound to location 50 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].linearAttenuation with size 1 and type 0x1406 is bound to location 51 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].quadraticAttenuation with size 1 and type 0x1406 is bound to location 52 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].attenuation with size 1 and type 0x8b51 is bound to location 53 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowMap with size 1 and type 0x8b62 is bound to location 54 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 55 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].color with size 1 and type 0x8b52 is bound to location 59 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].ambient with size 1 and type 0x8b52 is bound to location 60 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].diffuse with size 1 and type 0x8b52 is bound to location 61 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].specular with size 1 and type 0x8b52 is bound to location 62 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].position with size 1 and type 0x8b52 is bound to location 63 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotDirection with size 1 and type 0x8b51 is bound to location 64 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotExponent with size 1 and type 0x1406 is bound to location 65 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCutoff with size 1 and type 0x1406 is bound to location 66 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCosCutoff with size 1 and type 0x1406 is bound to location 67 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].constantAttenuation with size 1 and type 0x1406 is bound to location 68 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].linearAttenuation with size 1 and type 0x1406 is bound to location 69 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].quadraticAttenuation with size 1 and type 0x1406 is bound to location 70 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].attenuation with size 1 and type 0x8b51 is bound to location 71 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowMap with size 1 and type 0x8b62 is bound to location 72 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 73 :display:gsg:glgsg(debug): Active uniform normalMapsEnabled with size 1 and type 0x8b50 is bound to location 77 :display:gsg:glgsg(debug): Active uniform p3d_ProjectionMatrix with size 1 and type 0x8b5c is bound to location 78 :display:gsg:glgsg(debug): Active uniform p3d_NormalMatrix with size 1 and type 0x8b5b is bound to location 82 :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(debug): loading uncompressed texture normal :display:gsg:glgsg(debug): loading new texture object for normal, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture normal, 256 x 256 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(debug): loading texture with NULL image sunlight :display:gsg:glgsg(debug): loading new texture object for sunlight, 2048 x 2048 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(debug): loading texture with NULL image dummy-shadow-2d :display:gsg:glgsg(debug): loading new texture object for dummy-shadow-2d, 1 x 1 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(debug): loading uncompressed texture banner-normal :display:gsg:glgsg(debug): loading new texture object for banner-normal, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture banner-normal, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(debug): loading uncompressed texture house-front-door-normal :display:gsg:glgsg(debug): loading new texture object for house-front-door-normal, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-front-door-normal, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(debug): loading uncompressed texture wheel-normal :display:gsg:glgsg(debug): loading new texture object for wheel-normal, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture wheel-normal, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(debug): loading uncompressed texture house-normal :display:gsg:glgsg(debug): loading new texture object for house-normal, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-normal, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(debug): loading uncompressed texture house-roof-normal :display:gsg:glgsg(debug): loading new texture object for house-roof-normal, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-roof-normal, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(debug): loading uncompressed texture earth-normal :display:gsg:glgsg(debug): loading new texture object for earth-normal, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture earth-normal, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(debug): loading uncompressed texture dock-normal :display:gsg:glgsg(debug): loading new texture object for dock-normal, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture dock-normal, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture geometry1Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry1Buffer :display:gsg:glgsg(debug): loading new texture object for geometry1Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(debug): Binding texture geometry1Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry1Buffer :display:gsg:glgsg(debug): loading new texture object for geometry1Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(debug): Binding texture geometry1Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry1Buffer :display:gsg:glgsg(debug): loading new texture object for geometry1Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(debug): Binding texture geometry1Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry1Buffer :display:gsg:glgsg(debug): loading new texture object for geometry1Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(debug): Binding texture geometry1Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry1Buffer :display:gsg:glgsg(debug): loading new texture object for geometry1Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/base.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(warning): Shader shaders/fragment/geometry-buffer-1.frag produced the following warnings: WARNING: Output of vertex shader 'vertexInShadowSpaces' not read by fragment shader WARNING: Output of vertex shader 'vertexColor' not read by fragment shader WARNING: Could not find fragment shader output 'p3d_FragData' to match FragDataBinding request. :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord0 with size 1 and type 0x8b50 is bound to location 1 :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active attribute p3d_Tangent with size 1 and type 0x8b51 is bound to location 4 :display:gsg:glgsg(debug): Active attribute p3d_Normal with size 1 and type 0x8b51 is bound to location 2 :display:gsg:glgsg(debug): Active attribute p3d_Color with size 1 and type 0x8b52 is bound to location 3 :display:gsg:glgsg(debug): Active attribute p3d_Binormal with size 1 and type 0x8b51 is bound to location 6 :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord1 with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform foamPatternTexture with size 1 and type 0x8b5e is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_Texture3 with size 1 and type 0x8b5e is bound to location 90 :display:gsg:glgsg(debug): Active uniform flowMapsEnabled with size 1 and type 0x8b50 is bound to location 2 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewMatrix with size 1 and type 0x8b5c is bound to location 3 :display:gsg:glgsg(debug): Active uniform flowTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform p3d_Texture4 with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform p3d_Texture1 with size 1 and type 0x8b5e is bound to location 9 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].color with size 1 and type 0x8b52 is bound to location 10 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].ambient with size 1 and type 0x8b52 is bound to location 11 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].diffuse with size 1 and type 0x8b52 is bound to location 12 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].specular with size 1 and type 0x8b52 is bound to location 13 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].position with size 1 and type 0x8b52 is bound to location 14 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotDirection with size 1 and type 0x8b51 is bound to location 15 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotExponent with size 1 and type 0x1406 is bound to location 16 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCutoff with size 1 and type 0x1406 is bound to location 17 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCosCutoff with size 1 and type 0x1406 is bound to location 18 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].constantAttenuation with size 1 and type 0x1406 is bound to location 19 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].linearAttenuation with size 1 and type 0x1406 is bound to location 20 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].quadraticAttenuation with size 1 and type 0x1406 is bound to location 21 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].attenuation with size 1 and type 0x8b51 is bound to location 22 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowMap with size 1 and type 0x8b62 is bound to location 23 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 24 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].color with size 1 and type 0x8b52 is bound to location 28 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].ambient with size 1 and type 0x8b52 is bound to location 29 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].diffuse with size 1 and type 0x8b52 is bound to location 30 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].specular with size 1 and type 0x8b52 is bound to location 31 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].position with size 1 and type 0x8b52 is bound to location 32 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotDirection with size 1 and type 0x8b51 is bound to location 33 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotExponent with size 1 and type 0x1406 is bound to location 34 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCutoff with size 1 and type 0x1406 is bound to location 35 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCosCutoff with size 1 and type 0x1406 is bound to location 36 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].constantAttenuation with size 1 and type 0x1406 is bound to location 37 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].linearAttenuation with size 1 and type 0x1406 is bound to location 38 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].quadraticAttenuation with size 1 and type 0x1406 is bound to location 39 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].attenuation with size 1 and type 0x8b51 is bound to location 40 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowMap with size 1 and type 0x8b62 is bound to location 41 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 42 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].color with size 1 and type 0x8b52 is bound to location 46 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].ambient with size 1 and type 0x8b52 is bound to location 47 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].diffuse with size 1 and type 0x8b52 is bound to location 48 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].specular with size 1 and type 0x8b52 is bound to location 49 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].position with size 1 and type 0x8b52 is bound to location 50 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotDirection with size 1 and type 0x8b51 is bound to location 51 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotExponent with size 1 and type 0x1406 is bound to location 52 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCutoff with size 1 and type 0x1406 is bound to location 53 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCosCutoff with size 1 and type 0x1406 is bound to location 54 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].constantAttenuation with size 1 and type 0x1406 is bound to location 55 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].linearAttenuation with size 1 and type 0x1406 is bound to location 56 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].quadraticAttenuation with size 1 and type 0x1406 is bound to location 57 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].attenuation with size 1 and type 0x8b51 is bound to location 58 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowMap with size 1 and type 0x8b62 is bound to location 59 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 60 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].color with size 1 and type 0x8b52 is bound to location 64 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].ambient with size 1 and type 0x8b52 is bound to location 65 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].diffuse with size 1 and type 0x8b52 is bound to location 66 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].specular with size 1 and type 0x8b52 is bound to location 67 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].position with size 1 and type 0x8b52 is bound to location 68 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotDirection with size 1 and type 0x8b51 is bound to location 69 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotExponent with size 1 and type 0x1406 is bound to location 70 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCutoff with size 1 and type 0x1406 is bound to location 71 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCosCutoff with size 1 and type 0x1406 is bound to location 72 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].constantAttenuation with size 1 and type 0x1406 is bound to location 73 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].linearAttenuation with size 1 and type 0x1406 is bound to location 74 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].quadraticAttenuation with size 1 and type 0x1406 is bound to location 75 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].attenuation with size 1 and type 0x8b51 is bound to location 76 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowMap with size 1 and type 0x8b62 is bound to location 77 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 78 :display:gsg:glgsg(debug): Active uniform normalMapsEnabled with size 1 and type 0x8b50 is bound to location 82 :display:gsg:glgsg(debug): Active uniform p3d_ProjectionMatrix with size 1 and type 0x8b5c is bound to location 83 :display:gsg:glgsg(debug): Active uniform p3d_NormalMatrix with size 1 and type 0x8b5b is bound to location 87 :display:gsg:glgsg(debug): Active uniform osg_FrameTime with size 1 and type 0x1406 is bound to location 1 :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(debug): loading uncompressed texture blank :display:gsg:glgsg(debug): loading new texture object for blank, 512 x 512 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(debug): loading uncompressed texture reflection-refraction :display:gsg:glgsg(debug): loading new texture object for reflection-refraction, 128 x 128 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture reflection-refraction, 128 x 128 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(debug): loading uncompressed texture still-flow :display:gsg:glgsg(debug): loading new texture object for still-flow, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(debug): loading uncompressed texture blank :display:gsg:glgsg(debug): loading new texture object for blank, 512 x 512 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture blank, 512 x 512 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(debug): loading uncompressed texture foam-pattern :display:gsg:glgsg(debug): loading new texture object for foam-pattern, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(debug): loading uncompressed texture up-flow :display:gsg:glgsg(debug): loading new texture object for up-flow, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(debug): loading uncompressed texture water-normal :display:gsg:glgsg(debug): loading new texture object for water-normal, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture water-normal, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture geometry2Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry2Buffer :display:gsg:glgsg(debug): loading new texture object for geometry2Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(debug): Binding texture geometry2Buffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(debug): loading texture with NULL image geometry2Buffer :display:gsg:glgsg(debug): loading new texture object for geometry2Buffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/base.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(warning): Shader shaders/fragment/geometry-buffer-2.frag produced the following warnings: WARNING: Output of vertex shader 'normalCoord' not read by fragment shader WARNING: Output of vertex shader 'vertexNormal' not read by fragment shader WARNING: Output of vertex shader 'binormal' not read by fragment shader WARNING: Output of vertex shader 'tangent' not read by fragment shader WARNING: Output of vertex shader 'vertexInShadowSpaces' not read by fragment shader WARNING: Could not find fragment shader output 'p3d_FragData' to match FragDataBinding request. :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord0 with size 1 and type 0x8b50 is bound to location 1 :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active attribute p3d_Tangent with size 1 and type 0x8b51 is bound to location 4 :display:gsg:glgsg(debug): Active attribute p3d_Normal with size 1 and type 0x8b51 is bound to location 2 :display:gsg:glgsg(debug): Active attribute p3d_Color with size 1 and type 0x8b52 is bound to location 3 :display:gsg:glgsg(debug): Active attribute p3d_Binormal with size 1 and type 0x8b51 is bound to location 6 :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord1 with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform p3d_Texture0 with size 1 and type 0x8b5e is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 1 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewMatrix with size 1 and type 0x8b5c is bound to location 2 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].color with size 1 and type 0x8b52 is bound to location 6 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].ambient with size 1 and type 0x8b52 is bound to location 7 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].diffuse with size 1 and type 0x8b52 is bound to location 8 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].specular with size 1 and type 0x8b52 is bound to location 9 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].position with size 1 and type 0x8b52 is bound to location 10 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotDirection with size 1 and type 0x8b51 is bound to location 11 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotExponent with size 1 and type 0x1406 is bound to location 12 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCutoff with size 1 and type 0x1406 is bound to location 13 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCosCutoff with size 1 and type 0x1406 is bound to location 14 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].constantAttenuation with size 1 and type 0x1406 is bound to location 15 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].linearAttenuation with size 1 and type 0x1406 is bound to location 16 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].quadraticAttenuation with size 1 and type 0x1406 is bound to location 17 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].attenuation with size 1 and type 0x8b51 is bound to location 18 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowMap with size 1 and type 0x8b62 is bound to location 19 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 20 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].color with size 1 and type 0x8b52 is bound to location 24 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].ambient with size 1 and type 0x8b52 is bound to location 25 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].diffuse with size 1 and type 0x8b52 is bound to location 26 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].specular with size 1 and type 0x8b52 is bound to location 27 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].position with size 1 and type 0x8b52 is bound to location 28 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotDirection with size 1 and type 0x8b51 is bound to location 29 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotExponent with size 1 and type 0x1406 is bound to location 30 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCutoff with size 1 and type 0x1406 is bound to location 31 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCosCutoff with size 1 and type 0x1406 is bound to location 32 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].constantAttenuation with size 1 and type 0x1406 is bound to location 33 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].linearAttenuation with size 1 and type 0x1406 is bound to location 34 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].quadraticAttenuation with size 1 and type 0x1406 is bound to location 35 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].attenuation with size 1 and type 0x8b51 is bound to location 36 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowMap with size 1 and type 0x8b62 is bound to location 37 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 38 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].color with size 1 and type 0x8b52 is bound to location 42 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].ambient with size 1 and type 0x8b52 is bound to location 43 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].diffuse with size 1 and type 0x8b52 is bound to location 44 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].specular with size 1 and type 0x8b52 is bound to location 45 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].position with size 1 and type 0x8b52 is bound to location 46 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotDirection with size 1 and type 0x8b51 is bound to location 47 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotExponent with size 1 and type 0x1406 is bound to location 48 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCutoff with size 1 and type 0x1406 is bound to location 49 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCosCutoff with size 1 and type 0x1406 is bound to location 50 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].constantAttenuation with size 1 and type 0x1406 is bound to location 51 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].linearAttenuation with size 1 and type 0x1406 is bound to location 52 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].quadraticAttenuation with size 1 and type 0x1406 is bound to location 53 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].attenuation with size 1 and type 0x8b51 is bound to location 54 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowMap with size 1 and type 0x8b62 is bound to location 55 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 56 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].color with size 1 and type 0x8b52 is bound to location 60 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].ambient with size 1 and type 0x8b52 is bound to location 61 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].diffuse with size 1 and type 0x8b52 is bound to location 62 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].specular with size 1 and type 0x8b52 is bound to location 63 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].position with size 1 and type 0x8b52 is bound to location 64 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotDirection with size 1 and type 0x8b51 is bound to location 65 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotExponent with size 1 and type 0x1406 is bound to location 66 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCutoff with size 1 and type 0x1406 is bound to location 67 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCosCutoff with size 1 and type 0x1406 is bound to location 68 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].constantAttenuation with size 1 and type 0x1406 is bound to location 69 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].linearAttenuation with size 1 and type 0x1406 is bound to location 70 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].quadraticAttenuation with size 1 and type 0x1406 is bound to location 71 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].attenuation with size 1 and type 0x8b51 is bound to location 72 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowMap with size 1 and type 0x8b62 is bound to location 73 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 74 :display:gsg:glgsg(debug): Active uniform p3d_ProjectionMatrix with size 1 and type 0x8b5c is bound to location 78 :display:gsg:glgsg(debug): Active uniform p3d_NormalMatrix with size 1 and type 0x8b5b is bound to location 82 :display:gsg:glgsg(debug): Active uniform isSmoke with size 1 and type 0x8b50 is bound to location 85 :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(debug): loading uncompressed texture rock-diffuse :display:gsg:glgsg(debug): loading new texture object for rock-diffuse, 32 x 32 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture rock-diffuse, 32 x 32 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(debug): loading uncompressed texture weather-vane-diffuse :display:gsg:glgsg(debug): loading new texture object for weather-vane-diffuse, 32 x 32 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture weather-vane-diffuse, 32 x 32 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(debug): loading uncompressed texture tree-branch-diffuse :display:gsg:glgsg(debug): loading new texture object for tree-branch-diffuse, 512 x 512 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture tree-branch-diffuse, 512 x 512 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(debug): loading uncompressed texture tree-bow-diffuse :display:gsg:glgsg(debug): loading new texture object for tree-bow-diffuse, 512 x 512 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture tree-bow-diffuse, 512 x 512 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(debug): loading uncompressed texture banner-diffuse :display:gsg:glgsg(debug): loading new texture object for banner-diffuse, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture banner-diffuse, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(debug): loading uncompressed texture house-front-door-diffuse :display:gsg:glgsg(debug): loading new texture object for house-front-door-diffuse, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-front-door-diffuse, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(debug): loading uncompressed texture wheel-diffuse :display:gsg:glgsg(debug): loading new texture object for wheel-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture wheel-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(debug): loading uncompressed texture house-diffuse :display:gsg:glgsg(debug): loading new texture object for house-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(debug): loading uncompressed texture house-roof-diffuse :display:gsg:glgsg(debug): loading new texture object for house-roof-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-roof-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(debug): loading uncompressed texture grid-floor-diffuse :display:gsg:glgsg(debug): loading new texture object for grid-floor-diffuse, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture grid-floor-diffuse, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(debug): loading uncompressed texture earth-diffuse :display:gsg:glgsg(debug): loading new texture object for earth-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture earth-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(debug): loading uncompressed texture dock-diffuse :display:gsg:glgsg(debug): loading new texture object for dock-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture dock-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(debug): loading uncompressed texture water-diffuse :display:gsg:glgsg(debug): loading new texture object for water-diffuse, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture water-diffuse, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture ssaoBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(debug): loading texture with NULL image ssaoBuffer :display:gsg:glgsg(debug): loading new texture object for ssaoBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/ssao.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/ssao.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform samples[0] with size 8 and type 0x8b51 is bound to location 6 :display:gsg:glgsg(debug): Active uniform noise[0] with size 4 and type 0x8b51 is bound to location 14 :display:gsg:glgsg(debug): Active uniform normalTexture with size 1 and type 0x8b5e is bound to location 18 :display:gsg:glgsg(debug): Active uniform lensProjection with size 1 and type 0x8b5c is bound to location 19 :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture refractionUvBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(debug): loading texture with NULL image refractionUvBuffer :display:gsg:glgsg(debug): loading new texture object for refractionUvBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform rior with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform positionFromTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform lensProjection with size 1 and type 0x8b5c is bound to location 7 :display:gsg:glgsg(debug): Active uniform positionToTexture with size 1 and type 0x8b5e is bound to location 11 :display:gsg:glgsg(debug): Active uniform normalFromTexture with size 1 and type 0x8b5e is bound to location 12 :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture reflectionUvBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(debug): loading texture with NULL image reflectionUvBuffer :display:gsg:glgsg(debug): loading new texture object for reflectionUvBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform maskTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform lensProjection with size 1 and type 0x8b5c is bound to location 7 :display:gsg:glgsg(debug): Active uniform normalTexture with size 1 and type 0x8b5e is bound to location 11 :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture foamBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(debug): loading texture with NULL image foamBuffer :display:gsg:glgsg(debug): loading new texture object for foamBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/foam.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/foam.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform maskTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform foamDepth with size 1 and type 0x8b50 is bound to location 7 :display:gsg:glgsg(debug): Active uniform positionFromTexture with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 9 :display:gsg:glgsg(debug): Active uniform positionToTexture with size 1 and type 0x8b5e is bound to location 10 :display:gsg:glgsg(debug): Active uniform viewWorldMat with size 1 and type 0x8b5c is bound to location 11 :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture fogBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(debug): loading texture with NULL image fogBuffer :display:gsg:glgsg(debug): loading new texture object for fogBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/fog.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/fog.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform origin with size 1 and type 0x8b51 is bound to location 5 :display:gsg:glgsg(debug): Active uniform nearFar with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform positionTexture0 with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 8 :display:gsg:glgsg(debug): Active uniform positionTexture1 with size 1 and type 0x8b5e is bound to location 9 :display:gsg:glgsg(debug): Active uniform backgroundColor0 with size 1 and type 0x8b52 is bound to location 10 :display:gsg:glgsg(debug): Active uniform backgroundColor1 with size 1 and type 0x8b52 is bound to location 11 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 12 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 13 :display:gsg:glgsg(debug): Active uniform smokeMaskTexture with size 1 and type 0x8b5e is bound to location 14 :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture ssaoBlurBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(debug): loading texture with NULL image ssaoBlurBuffer :display:gsg:glgsg(debug): loading new texture object for ssaoBlurBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform parameters with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture baseBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(debug): loading texture with NULL image baseBuffer :display:gsg:glgsg(debug): loading new texture object for baseBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(debug): Binding texture baseBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(debug): loading texture with NULL image baseBuffer :display:gsg:glgsg(debug): loading new texture object for baseBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/base.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/base.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/base.frag :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord0 with size 1 and type 0x8b50 is bound to location 1 :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active attribute p3d_Tangent with size 1 and type 0x8b51 is bound to location 4 :display:gsg:glgsg(debug): Active attribute p3d_Normal with size 1 and type 0x8b51 is bound to location 2 :display:gsg:glgsg(debug): Active attribute p3d_Color with size 1 and type 0x8b52 is bound to location 3 :display:gsg:glgsg(debug): Active attribute p3d_Binormal with size 1 and type 0x8b51 is bound to location 6 :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord1 with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform fresnelEnabled with size 1 and type 0x8b50 is bound to location 0 :display:gsg:glgsg(debug): Active uniform flowTexture with size 1 and type 0x8b5e is bound to location 1 :display:gsg:glgsg(debug): Active uniform flowMapsEnabled with size 1 and type 0x8b50 is bound to location 2 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 3 :display:gsg:glgsg(debug): Active uniform isParticle with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform p3d_ProjectionMatrix with size 1 and type 0x8b5c is bound to location 5 :display:gsg:glgsg(debug): Active uniform p3d_Texture2 with size 1 and type 0x8b5e is bound to location 9 :display:gsg:glgsg(debug): Active uniform celShadingEnabled with size 1 and type 0x8b50 is bound to location 10 :display:gsg:glgsg(debug): Active uniform p3d_NormalMatrix with size 1 and type 0x8b5b is bound to location 11 :display:gsg:glgsg(debug): Active uniform blinnPhongEnabled with size 1 and type 0x8b50 is bound to location 14 :display:gsg:glgsg(debug): Active uniform trans_view_to_world with size 1 and type 0x8b5c is bound to location 15 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 19 :display:gsg:glgsg(debug): Active uniform ssaoBlurTexture with size 1 and type 0x8b5e is bound to location 20 :display:gsg:glgsg(debug): Active uniform p3d_Texture0 with size 1 and type 0x8b5e is bound to location 21 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].color with size 1 and type 0x8b52 is bound to location 22 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].ambient with size 1 and type 0x8b52 is bound to location 23 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].diffuse with size 1 and type 0x8b52 is bound to location 24 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].specular with size 1 and type 0x8b52 is bound to location 25 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].position with size 1 and type 0x8b52 is bound to location 26 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotDirection with size 1 and type 0x8b51 is bound to location 27 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotExponent with size 1 and type 0x1406 is bound to location 28 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCutoff with size 1 and type 0x1406 is bound to location 29 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].spotCosCutoff with size 1 and type 0x1406 is bound to location 30 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].constantAttenuation with size 1 and type 0x1406 is bound to location 31 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].linearAttenuation with size 1 and type 0x1406 is bound to location 32 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].quadraticAttenuation with size 1 and type 0x1406 is bound to location 33 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].attenuation with size 1 and type 0x8b51 is bound to location 34 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowMap with size 1 and type 0x8b62 is bound to location 35 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[0].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 36 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].color with size 1 and type 0x8b52 is bound to location 40 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].ambient with size 1 and type 0x8b52 is bound to location 41 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].diffuse with size 1 and type 0x8b52 is bound to location 42 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].specular with size 1 and type 0x8b52 is bound to location 43 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].position with size 1 and type 0x8b52 is bound to location 44 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotDirection with size 1 and type 0x8b51 is bound to location 45 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotExponent with size 1 and type 0x1406 is bound to location 46 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCutoff with size 1 and type 0x1406 is bound to location 47 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].spotCosCutoff with size 1 and type 0x1406 is bound to location 48 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].constantAttenuation with size 1 and type 0x1406 is bound to location 49 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].linearAttenuation with size 1 and type 0x1406 is bound to location 50 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].quadraticAttenuation with size 1 and type 0x1406 is bound to location 51 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].attenuation with size 1 and type 0x8b51 is bound to location 52 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowMap with size 1 and type 0x8b62 is bound to location 53 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[1].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 54 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].color with size 1 and type 0x8b52 is bound to location 58 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].ambient with size 1 and type 0x8b52 is bound to location 59 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].diffuse with size 1 and type 0x8b52 is bound to location 60 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].specular with size 1 and type 0x8b52 is bound to location 61 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].position with size 1 and type 0x8b52 is bound to location 62 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotDirection with size 1 and type 0x8b51 is bound to location 63 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotExponent with size 1 and type 0x1406 is bound to location 64 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCutoff with size 1 and type 0x1406 is bound to location 65 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].spotCosCutoff with size 1 and type 0x1406 is bound to location 66 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].constantAttenuation with size 1 and type 0x1406 is bound to location 67 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].linearAttenuation with size 1 and type 0x1406 is bound to location 68 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].quadraticAttenuation with size 1 and type 0x1406 is bound to location 69 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].attenuation with size 1 and type 0x8b51 is bound to location 70 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowMap with size 1 and type 0x8b62 is bound to location 71 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[2].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 72 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].color with size 1 and type 0x8b52 is bound to location 76 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].ambient with size 1 and type 0x8b52 is bound to location 77 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].diffuse with size 1 and type 0x8b52 is bound to location 78 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].specular with size 1 and type 0x8b52 is bound to location 79 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].position with size 1 and type 0x8b52 is bound to location 80 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotDirection with size 1 and type 0x8b51 is bound to location 81 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotExponent with size 1 and type 0x1406 is bound to location 82 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCutoff with size 1 and type 0x1406 is bound to location 83 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].spotCosCutoff with size 1 and type 0x1406 is bound to location 84 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].constantAttenuation with size 1 and type 0x1406 is bound to location 85 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].linearAttenuation with size 1 and type 0x1406 is bound to location 86 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].quadraticAttenuation with size 1 and type 0x1406 is bound to location 87 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].attenuation with size 1 and type 0x8b51 is bound to location 88 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowMap with size 1 and type 0x8b62 is bound to location 89 :display:gsg:glgsg(debug): Active uniform p3d_LightSource[3].shadowViewMatrix with size 1 and type 0x8b5c is bound to location 90 :display:gsg:glgsg(debug): Active uniform trans_world_to_view with size 1 and type 0x8b5c is bound to location 94 :display:gsg:glgsg(debug): Active uniform normalMapsEnabled with size 1 and type 0x8b50 is bound to location 98 :display:gsg:glgsg(debug): Active uniform p3d_Texture1 with size 1 and type 0x8b5e is bound to location 99 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewMatrix with size 1 and type 0x8b5c is bound to location 100 :display:gsg:glgsg(debug): Active uniform isWater with size 1 and type 0x8b50 is bound to location 104 :display:gsg:glgsg(debug): Active uniform osg_FrameTime with size 1 and type 0x1406 is bound to location 105 :display:gsg:glgsg(debug): Active uniform rimLightEnabled with size 1 and type 0x8b50 is bound to location 106 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 107 :display:gsg:glgsg(debug): Active uniform p3d_Material.ambient with size 1 and type 0x8b52 is bound to location 108 :display:gsg:glgsg(debug): Active uniform p3d_Material.diffuse with size 1 and type 0x8b52 is bound to location 109 :display:gsg:glgsg(debug): Active uniform p3d_Material.emission with size 1 and type 0x8b52 is bound to location 110 :display:gsg:glgsg(debug): Active uniform p3d_Material.specular with size 1 and type 0x8b51 is bound to location 111 :display:gsg:glgsg(debug): Active uniform p3d_Material.shininess with size 1 and type 0x1406 is bound to location 112 :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(debug): loading uncompressed texture water-specular :display:gsg:glgsg(debug): loading new texture object for water-specular, 128 x 128 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture water-specular, 128 x 128 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(debug): loading uncompressed texture low-specular :display:gsg:glgsg(debug): loading new texture object for low-specular, 128 x 128 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture low-specular, 128 x 128 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(debug): loading uncompressed texture banner-specular :display:gsg:glgsg(debug): loading new texture object for banner-specular, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture banner-specular, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(debug): loading uncompressed texture house-front-door-specular :display:gsg:glgsg(debug): loading new texture object for house-front-door-specular, 1024 x 1024 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-front-door-specular, 1024 x 1024 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(debug): loading uncompressed texture wheel-specular :display:gsg:glgsg(debug): loading new texture object for wheel-specular, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture wheel-specular, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(debug): loading uncompressed texture house-specular :display:gsg:glgsg(debug): loading new texture object for house-specular, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-specular, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(debug): loading uncompressed texture house-roof-specular :display:gsg:glgsg(debug): loading new texture object for house-roof-specular, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture house-roof-specular, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(debug): loading uncompressed texture no-specular :display:gsg:glgsg(debug): loading new texture object for no-specular, 128 x 128 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture no-specular, 128 x 128 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(debug): loading uncompressed texture earth-specular :display:gsg:glgsg(debug): loading new texture object for earth-specular, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture earth-specular, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(debug): loading uncompressed texture dock-specular :display:gsg:glgsg(debug): loading new texture object for dock-specular, 2048 x 2048 x 1, mipmaps 1, uses_mipmaps = 1 :display:gsg:glgsg(debug): generating mipmaps for texture dock-specular, 2048 x 2048 x 1, uses_mipmaps = 1 :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture refractionBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(debug): loading texture with NULL image refractionBuffer :display:gsg:glgsg(debug): loading new texture object for refractionBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/refraction.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/refraction.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform maskTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform backgroundColorTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform uvTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 8 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 9 :display:gsg:glgsg(debug): Active uniform positionFromTexture with size 1 and type 0x8b5e is bound to location 10 :display:gsg:glgsg(debug): Active uniform positionToTexture with size 1 and type 0x8b5e is bound to location 11 :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture reflectionColorBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(debug): loading texture with NULL image reflectionColorBuffer :display:gsg:glgsg(debug): loading new texture object for reflectionColorBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/reflection-color.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/reflection-color.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform uvTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture reflectionColorBlurBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(debug): loading texture with NULL image reflectionColorBlurBuffer :display:gsg:glgsg(debug): loading new texture object for reflectionColorBlurBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/box-blur.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/box-blur.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform parameters with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture reflectionBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(debug): loading texture with NULL image reflectionBuffer :display:gsg:glgsg(debug): loading new texture object for reflectionBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/reflection.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/reflection.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform maskTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform colorBlurTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture baseCombineBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(debug): loading texture with NULL image baseCombineBuffer :display:gsg:glgsg(debug): loading new texture object for baseCombineBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/base-combine.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/base-combine.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform refractionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform baseTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform specularTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform reflectionTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform foamTexture with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture sharpenBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(debug): loading texture with NULL image sharpenBuffer :display:gsg:glgsg(debug): loading new texture object for sharpenBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/sharpen.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/sharpen.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture posterizeBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(debug): loading texture with NULL image posterizeBuffer :display:gsg:glgsg(debug): loading new texture object for posterizeBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/posterize.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/posterize.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture bloomBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(debug): loading texture with NULL image bloomBuffer :display:gsg:glgsg(debug): loading new texture object for bloomBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/bloom.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/bloom.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture sceneCombineBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(debug): loading texture with NULL image sceneCombineBuffer :display:gsg:glgsg(debug): loading new texture object for sceneCombineBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/scene-combine.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/scene-combine.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform bloomTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform fogTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform baseTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform backgroundColor0 with size 1 and type 0x8b52 is bound to location 8 :display:gsg:glgsg(debug): Active uniform backgroundColor1 with size 1 and type 0x8b52 is bound to location 9 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 10 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 11 :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture outOfFocusBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(debug): loading texture with NULL image outOfFocusBuffer :display:gsg:glgsg(debug): loading new texture object for outOfFocusBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture dilatedOutOfFocusBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(debug): loading texture with NULL image dilatedOutOfFocusBuffer :display:gsg:glgsg(debug): loading new texture object for dilatedOutOfFocusBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/dilation.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/dilation.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform parameters with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture depthOfFieldBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(debug): loading texture with NULL image depthOfFieldBuffer :display:gsg:glgsg(debug): loading new texture object for depthOfFieldBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(debug): Binding texture depthOfFieldBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(debug): loading texture with NULL image depthOfFieldBuffer :display:gsg:glgsg(debug): loading new texture object for depthOfFieldBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/depth-of-field.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/depth-of-field.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform mouseFocusPoint with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform nearFar with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform focusTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform outOfFocusTexture with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 9 :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture outlineBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(debug): loading texture with NULL image outlineBuffer :display:gsg:glgsg(debug): loading new texture object for outlineBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/outline.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/outline.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform fogTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(debug): Active uniform nearFar with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 7 :display:gsg:glgsg(debug): Active uniform depthOfFieldTexture with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform noiseTexture with size 1 and type 0x8b5e is bound to location 9 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 10 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 11 :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(debug): loading uncompressed texture color-noise :display:gsg:glgsg(debug): loading new texture object for color-noise, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture painterlyBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(debug): loading texture with NULL image painterlyBuffer :display:gsg:glgsg(debug): loading new texture object for painterlyBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture pixelizeBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(debug): loading texture with NULL image pixelizeBuffer :display:gsg:glgsg(debug): loading new texture object for pixelizeBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/pixelize.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/pixelize.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform parameters with size 1 and type 0x8b50 is bound to location 7 :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture motionBlurBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(debug): loading texture with NULL image motionBlurBuffer :display:gsg:glgsg(debug): loading new texture object for motionBlurBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/motion-blur.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/motion-blur.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform positionTexture with size 1 and type 0x8b5e is bound to location 4 :display:gsg:glgsg(debug): Active uniform motionBlurEnabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform worldViewMat with size 1 and type 0x8b5c is bound to location 6 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 10 :display:gsg:glgsg(debug): Active uniform parameters with size 1 and type 0x8b50 is bound to location 11 :display:gsg:glgsg(debug): Active uniform previousViewWorldMat with size 1 and type 0x8b5c is bound to location 12 :display:gsg:glgsg(debug): Active uniform lensProjection with size 1 and type 0x8b5c is bound to location 16 :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture filmGrainBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(debug): loading texture with NULL image filmGrainBuffer :display:gsg:glgsg(debug): loading new texture object for filmGrainBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/film-grain.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/film-grain.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(debug): Active uniform osg_FrameTime with size 1 and type 0x1406 is bound to location 7 :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture lookupTableBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(debug): loading texture with NULL image lookupTableBuffer :display:gsg:glgsg(debug): loading new texture object for lookupTableBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/lookup-table.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/lookup-table.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform pi with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 6 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 7 :display:gsg:glgsg(debug): Active uniform lookupTableTexture0 with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform lookupTableTexture1 with size 1 and type 0x8b5e is bound to location 9 :display:gsg:glgsg(debug): Active uniform sunPosition with size 1 and type 0x8b50 is bound to location 10 :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(debug): loading uncompressed texture lookup-table-0 :display:gsg:glgsg(debug): loading new texture object for lookup-table-0, 256 x 16 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(debug): loading uncompressed texture lookup-table-1 :display:gsg:glgsg(debug): loading new texture object for lookup-table-1, 256 x 16 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture gammaCorrectionBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(debug): loading texture with NULL image gammaCorrectionBuffer :display:gsg:glgsg(debug): loading new texture object for gammaCorrectionBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/gamma-correction.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/gamma-correction.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform gamma with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 5 :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Creating depth stencil renderbuffer. :display:gsg:glgsg(debug): Binding texture chromaticAberrationBuffer to color attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(debug): loading texture with NULL image chromaticAberrationBuffer :display:gsg:glgsg(debug): loading new texture object for chromaticAberrationBuffer, 1200 x 796 x 1, mipmaps 0, uses_mipmaps = 0 :display:gsg:glgsg(debug): (initializing NULL image) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/basic.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform mouseFocusPoint with size 1 and type 0x8b50 is bound to location 4 :display:gsg:glgsg(debug): Active uniform enabled with size 1 and type 0x8b50 is bound to location 5 :display:gsg:glgsg(debug): Active uniform colorTexture with size 1 and type 0x8b5e is bound to location 6 :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(debug): Compiling GLSL vertex shader created-shader :display:gsg:glgsg(debug): Compiling GLSL fragment shader created-shader :display:gsg:glgsg(debug): Linking GLSL shader created-shader :display:gsg:glgsg(debug): Active attribute p3d_MultiTexCoord0 with size 1 and type 0x8b50 is bound to location 1 :display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0 :display:gsg:glgsg(debug): Active attribute p3d_Color with size 1 and type 0x8b52 is bound to location 3 :display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 0 :display:gsg:glgsg(debug): Active uniform p3d_TextureMatrix with size 1 and type 0x8b5c is bound to location 4 :display:gsg:glgsg(debug): Active uniform p3d_Texture0 with size 1 and type 0x8b5e is bound to location 8 :display:gsg:glgsg(debug): Active uniform p3d_TexAlphaOnly with size 1 and type 0x8b52 is bound to location 9 :display:gsg:glgsg(debug): Active uniform p3d_ColorScale with size 1 and type 0x8b52 is bound to location 10 :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x2c23) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(debug): Compiling GLSL vertex shader shaders/vertex/discard.vert :display:gsg:glgsg(debug): Compiling GLSL fragment shader shaders/fragment/discard.frag :display:gsg:glgsg(debug): Linking GLSL shader shaders/fragment/discard.frag :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x2c23) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(debug): loading uncompressed texture _0 :display:gsg:glgsg(debug): loading new texture object for _0, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): Binding texture sunlight to depth attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(debug): Binding texture sunlight to depth attachment. :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(debug): Creating color renderbuffer. :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(debug): loading uncompressed texture smoke :display:gsg:glgsg(debug): loading new texture object for smoke, 256 x 256 x 1, mipmaps 1, uses_mipmaps = 0 :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 62, 186 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 62, 186 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 62, 186 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1410) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 62, 186 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 36, 108 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 36, 108 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 36, 108 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 36, 108 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 44, 132 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 44, 132 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 44, 132 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 44, 132 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 58, 174 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 58, 174 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 58, 174 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 124 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 58, 174 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 74, 222 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 74, 222 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 74, 222 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 74, 222 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 70, 210 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 70, 210 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 70, 210 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 148 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 70, 210 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 180 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 90, 270 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 180 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 90, 270 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 180 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 90, 270 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 180 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 90, 270 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 196 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 98, 294 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 196 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 98, 294 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 196 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 98, 294 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 196 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 98, 294 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 216 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 108, 324 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 216 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 108, 324 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 216 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 108, 324 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 216 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 108, 324 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 240 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 120, 360 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 240 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 120, 360 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 240 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 120, 360 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 240 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 120, 360 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 248 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 124, 372 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 248 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 124, 372 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 248 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 124, 372 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 248 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 124, 372 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 252 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 126, 378 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 252 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 126, 378 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 252 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 126, 378 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 252 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 126, 378 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 264 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 132, 396 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 264 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 132, 396 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 264 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 132, 396 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 264 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 132, 396 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 146, 438 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 146, 438 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 146, 438 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 146, 438 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 142, 426 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 142, 426 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 142, 426 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 142, 426 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 2048 2048]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1414) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_DEPTH_BUFFER_BIT) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3892) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFunc(GL_ZERO, GL_ONE) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(1): shaders/fragment/geometry-buffer-0.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1410) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(1, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(2, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-0.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(4): shaders/fragment/geometry-buffer-1.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1430) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 18): blank :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 22): foam-pattern :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(2, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 19): reflection-refraction :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(4, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(5, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(8, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-1.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(7): shaders/fragment/geometry-buffer-2.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(0, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(2, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(3, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(4, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/geometry-buffer-2.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(10): shaders/fragment/ssao.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 2): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/ssao.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(13): shaders/fragment/screen-space-refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(16): shaders/fragment/screen-space-reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 14): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/screen-space-reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(19): shaders/fragment/foam.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 17): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/foam.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(22): shaders/fragment/fog.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 26): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/fog.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 40): ssaoBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(28): shaders/fragment/base.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1636) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 27): rock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 21): blank :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 28): weather-vane-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 50): banner-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 31): banner-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 6): banner-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 52): wheel-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 33): wheel-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 8): wheel-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1012) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 53): house-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 34): house-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 9): house-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 54): house-roof-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 35): house-roof-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 10): house-roof-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 51): house-front-door-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 32): house-front-door-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 7): house-front-door-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 55): no-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 36): grid-floor-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 56): earth-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 37): earth-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 11): earth-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 57): dock-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 38): dock-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 12): dock-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 29): tree-branch-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1010) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 49): low-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 30): tree-bow-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 3): normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1030) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 23): up-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 48): water-specular :display:gsg:glgsg(spam): glBindSampler(1, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 39): water-diffuse :display:gsg:glgsg(spam): glBindSampler(3, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 24): water-normal :display:gsg:glgsg(spam): glBindSampler(8, 1): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=linear_mipmap_linear, mag=linear, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x1236) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 20): still-flow :display:gsg:glgsg(spam): glBindSampler(0, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 45): ssaoBlurBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 84): smoke :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 4): sunlight :display:gsg:glgsg(spam): glBindSampler(4, 2): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(5, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(6, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 5): dummy-shadow-2d :display:gsg:glgsg(spam): glBindSampler(7, 3): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=shadow, mag=shadow, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(31): shaders/fragment/refraction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 16): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 41): refractionUvBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 13): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/refraction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(34): shaders/fragment/reflection-color.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 42): reflectionUvBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection-color.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(40): shaders/fragment/reflection.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 15): geometry1Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 60): reflectionColorBlurBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 59): reflectionColorBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/reflection.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(43): shaders/fragment/base-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 58): refractionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 46): baseBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 47): baseBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 61): reflectionBuffer :display:gsg:glgsg(spam): glBindSampler(3, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 43): foamBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/base-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(46): shaders/fragment/sharpen.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 62): baseCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/sharpen.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(49): shaders/fragment/posterize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 63): sharpenBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/posterize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(52): shaders/fragment/bloom.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/bloom.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(55): shaders/fragment/scene-combine.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 65): bloomBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 64): posterizeBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/scene-combine.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(37): shaders/fragment/box-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/box-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(58): shaders/fragment/dilation.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 67): outOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/dilation.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(61): shaders/fragment/depth-of-field.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 66): sceneCombineBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 68): dilatedOutOfFocusBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/depth-of-field.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(64): shaders/fragment/outline.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 1): geometry0Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 44): fogBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 70): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(2, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 72): color-noise :display:gsg:glgsg(spam): glBindSampler(3, 4): sampler wrap(u=repeat, v=repeat, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 69): depthOfFieldBuffer :display:gsg:glgsg(spam): glBindSampler(4, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/outline.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(25): shaders/fragment/kuwahara-filter.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x20) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 71): outlineBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/kuwahara-filter.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(67): shaders/fragment/pixelize.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 73): painterlyBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/pixelize.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(70): shaders/fragment/motion-blur.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 25): geometry2Buffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 74): pixelizeBuffer :display:gsg:glgsg(spam): glBindSampler(1, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/motion-blur.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(73): shaders/fragment/film-grain.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 75): motionBlurBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/film-grain.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(76): shaders/fragment/lookup-table.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x420) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 76): filmGrainBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 78): lookup-table-0 :display:gsg:glgsg(spam): glBindSampler(1, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): glBindTexture(0xde1, 79): lookup-table-1 :display:gsg:glgsg(spam): glBindSampler(2, 6): sampler wrap(u=clamp, v=clamp, w=clamp, border=0 0 0 1) filter(min=nearest, mag=nearest, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/lookup-table.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(79): shaders/fragment/gamma-correction.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 77): lookupTableBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/gamma-correction.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glDisable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(82): shaders/fragment/chromatic-aberration.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x400) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 80): gammaCorrectionBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/chromatic-aberration.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x3a86) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) :display:gsg:glgsg(spam): glUseProgram(88): shaders/fragment/discard.frag :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1616) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 970, 6566 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 10892, 32676 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2722, 8166 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 8, 24 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: weather-vane-rig 2170 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1188, 3564 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 208, 624 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 7952, 23856 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: banner-rig 320 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 18, 594 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 555, 3386 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 10, 118 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 15200 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 3500, 10500 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 2532 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1098, 3294 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1012) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 250, 750 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 8366, 50194 :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 269, 807 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: shutter-rig 980 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 512, 1536 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 4, 34 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 5040, 15120 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1310, 3930 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 1642, 4926 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 65001 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 20, 140 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 624, 1872 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 62659 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 21845, 65535 :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 2011, 6033 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1010) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: mill-scene 104 rows: [ vertex(3f) normal(3f) texcoord(2f) ], [ tangent(3f) binormal(3f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 131, 393 :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x1216) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): Setting uniforms for shaders/fragment/discard.frag (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: sprite_particles 300 rows: [ vertex(3f) color(4b) texcoord(2f) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 150, 450 :display:gsg:glgsg(spam): glEnable(GL_SCISSOR_TEST) :display:gsg:glgsg(spam): glViewportArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glScissorArrayv(0, 1, [0 0 1200 796]) :display:gsg:glgsg(spam): glUseProgram(85): created-shader :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1810) :display:gsg:glgsg(spam): glDisable(GL_COLOR_LOGIC_OP) :display:gsg:glgsg(spam): glBindTexture(0xde1, 81): chromaticAberrationBuffer :display:gsg:glgsg(spam): glBindSampler(0, 5): sampler wrap(u=clamp, v=clamp, w=repeat, border=0 0 0 1) filter(min=default, mag=default, aniso=0) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: card 4 rows: [ vertex(3f) normal(3f) texcoord(2f) ] :display:gsg:glgsg(spam): draw_tristrips: GeomTristrips, 1, 4 :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x1006) :display:gsg:glgsg(spam): glBlendEquation(GL_FUNC_ADD) :display:gsg:glgsg(spam): glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) :display:gsg:glgsg(spam): glBindTexture(0xde1, 83): _0 :display:gsg:glgsg(spam): glBindSampler(0, 7): sampler wrap(u=border_color, v=border_color, w=repeat, border=1 1 1 0) filter(min=linear, mag=linear, aniso=1) lod(min=-1000, max=1000, bias=0) :display:gsg:glgsg(spam): Setting uniforms for created-shader (altered 0x200) :display:gsg:glgsg(spam): begin_draw_primitives: text 40 rows: [ vertex(3f) texcoord(2f) ], [ color(4b) ] :display:gsg:glgsg(spam): draw_triangles: GeomTriangles, 20, 60 :display:gsg:glgsg(spam): glUseProgram(0) :display:gsg:glgsg(debug): sunlight is not valid :display:gsg:glgsg(debug): geometry0Buffer is not valid :display:gsg:glgsg(debug): geometry1Buffer is not valid :display:gsg:glgsg(debug): geometry2Buffer is not valid :display:gsg:glgsg(debug): ssaoBuffer is not valid :display:gsg:glgsg(debug): refractionUvBuffer is not valid :display:gsg:glgsg(debug): reflectionUvBuffer is not valid :display:gsg:glgsg(debug): foamBuffer is not valid :display:gsg:glgsg(debug): fogBuffer is not valid :display:gsg:glgsg(debug): ssaoBlurBuffer is not valid :display:gsg:glgsg(debug): baseBuffer is not valid :display:gsg:glgsg(debug): refractionBuffer is not valid :display:gsg:glgsg(debug): reflectionColorBuffer is not valid :display:gsg:glgsg(debug): reflectionColorBlurBuffer is not valid :display:gsg:glgsg(debug): reflectionBuffer is not valid :display:gsg:glgsg(debug): baseCombineBuffer is not valid :display:gsg:glgsg(debug): sharpenBuffer is not valid :display:gsg:glgsg(debug): posterizeBuffer is not valid :display:gsg:glgsg(debug): bloomBuffer is not valid :display:gsg:glgsg(debug): sceneCombineBuffer is not valid :display:gsg:glgsg(debug): outOfFocusBuffer is not valid :display:gsg:glgsg(debug): dilatedOutOfFocusBuffer is not valid :display:gsg:glgsg(debug): depthOfFieldBuffer is not valid :display:gsg:glgsg(debug): outlineBuffer is not valid :display:gsg:glgsg(debug): painterlyBuffer is not valid :display:gsg:glgsg(debug): pixelizeBuffer is not valid :display:gsg:glgsg(debug): motionBlurBuffer is not valid :display:gsg:glgsg(debug): filmGrainBuffer is not valid :display:gsg:glgsg(debug): lookupTableBuffer is not valid :display:gsg:glgsg(debug): gammaCorrectionBuffer is not valid :display:gsg:glgsg(debug): chromaticAberrationBuffer is not valid